Not to Scale

When you look at Not to Scale, you may be thinking, "A tile swapping puzzle that looks like the final project for someone's Flash Programming 101 course? What could possibly be worth my time here?" And you'd end up missing a really enjoyable experience. By using slots for the tiles of varying sizes, and carefully selected photographs, the game gives you a unique spatial sense twisting puzzle challenge.

22 Comments

I remember there being a similar game in the (now out-of-print) game Pandora's Box (from Microsoft Game Studios). I'm glad to see this type of puzzle again; there's a really clever concept behind the 'primitive' interface.

Great example of how a game doesn't have to be complicated to be well done. The shifting sizes of the tiles manages to add challenge without giving it the answer immediately away: with less attention to photograph selection, you could simply move the tile around until its resolution made it obvious it was in the right place. Harder for things like flowers or tomatoes.

Not that the puzzles were hard (or maybe they get hard, I just finished Cairo). Call the dfficulty just right for a morning coffee game. Good music, too.

@Cyberjar - I agree! That level was a doozy! But ultimately beatable. Once you get a good strategy, it's just a matter of moving things around until you find their correct placement. Got through it in about 15 minutes, and it was a fun little diversion!

That was a lot more entertaining than I thought it would be, and I was surprised at how changing the box sizes could really ramp up the difficulty. I agree that there needs to be more of this kind of puzzle.

JIG, thanks a bunch for your site. This game was enjoyable.
Suggestion: In the Walkthrough by Joye, it would be nice if the name of the level is mentioned in brackets (eg. "Cairo" etc) as Levels are not numbered in the scenarios.
--CasualGamer

Enjoyably frustrating. Sad to see there are so many copycat games out there when little gems of ideas like this are available. (Seriously, this could have been programmed in an afternoon.)

Quibble: it was too easy to look at a stretched-out picture and say "that's too pixelated; it's not supposed to be stretched so far". That would go away if the final picture were itself scaled down from something large.

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